class SandboxPawn extends UTPawn implements (NIUI_DependencyInterface);

var NIUI_Core niuiCOre;

function OnNIUICoreStart(NIUI_Core TheCOre)
{
}
/*
 * Simple as that. The function has a second, optional parameter that if set to true, will prevent the weapon from being equipped immediately. 
 * Now, if we launch the game, we probably won't notice anything since the weapon doesn't have a mesh. 
 * However, if we type in the console the magical command showdebug weapon, we should see the following in the upper left hand side corner of the screen:
 * */
function AddDefaultInventory()
{
    InvManager.CreateInventory(class'WeaponBasic.Custom_Weapon_Sword'); //InvManager is the pawn's InventoryManager
}

function OnCalibrationStart(NIUI_Core core)
{
	// Try load a reference rotation file to remove the need for t-pose.
	/*if (core.PreloadReferenceRotations(Mesh, NIUISkelControl) == false)
	{
		////////////////////////////////////////////////////////////////
		//ForceTPose();
		//////////////////////////////////////////////////////////////

	}
*/
}
function OnNIUICoreShutdown()
{
}

DefaultProperties
{
	Begin Object class=SkeletalMeshComponent Name=SandboxPawnSkeletalMesh
	SkeletalMesh=SkeletalMesh'UDKSwordStudy.BasicCharacter'
	AnimSets(0)=AnimSet'UDKSwordStudy.BasicCharacter_AnimSet'
	AnimTreeTemplate=AnimTree'UDKSwordStudy.BasicCharacterAnimTree'
	HiddenGame=FALSE 
	HiddenEditor=FALSE
	LightEnvironment=MyLightEnvironment
    End Object
    Mesh=SandboxPawnSkeletalMesh
    Components.Add(SandboxPawnSkeletalMesh)

    InventoryManagerClass=class'WeaponBasic.SandboxInventoryManager'
}